/**
 * 
 */
package com.arx.character;

import com.arx.common.GlobalConsts;
import com.arx.graphics.EERIE_3D;
import com.arx.graphics.flyweight.ANIM_USE;
import com.arx.interactive.InteractiveObject;

/**
 * @author Donald
 */
public final class ARXCharacter {
	private long							AimTime;
	private EERIE_3D						angle;
	private short							armor_class;
	/** the true value of the attribute Constitution, without modifications. */
	private float							attributeConstitution;
	/** the true value of the attribute Dexterity, without modifications. */
	private float							attributeDexterity;
	/** the true value of the attribute Mind, without modifications. */
	private float							attributeMind;
	/** the value of the attribute Redistribution points. */
	private short							attributeRedistributionPoints;
	/** the true value of the attribute Stength, without modifications. */
	private float							attributeStrength;
	private short							bag;
	private short							climbing;
	private float							Critical_Hit;
	private long							Current_Movement;
	private float							damages;
	private EERIE_3D						desiredangle;
	private short							doingmagic;
	private short[]							equiped	= new short[GlobalConsts.MAX_EQUIPED];
	private InteractiveObject				equipsecondaryIO;
	private InteractiveObject				equipshieldIO;
	private long							falling;
	// Full Frame values (including items)
	private long							Full_AimTime;
	private float							Full_armor_class;
	private float							Full_Attribute_Constitution;
	private float							Full_Attribute_Dexterity;
	private float							Full_Attribute_Mind;
	private float							Full_Attribute_Strength;
	private float							Full_Critical_Hit;
	private float							Full_damages;
	private float							Full_life;
	private float							Full_mana;
	private float							Full_maxlife;
	private float							Full_maxmana;
	private float							Full_resist_magic;
	private float							Full_resist_poison;
	private float							Full_Skill_Casting;
	private float							Full_Skill_Close_Combat;
	private float							Full_Skill_Defense;
	private float							Full_Skill_Etheral_Link;
	private float							Full_Skill_Intuition;
	private float							Full_Skill_Mecanism;
	private float							Full_Skill_Object_Knowledge;
	private float							Full_Skill_Projectile;
	private float							Full_Skill_Stealth;
	private long							Full_Weapon_Type;
	private long							gold;
	private float							grnd_color;
	// Full Frame values (including items)
	private float							hunger;
	private short							interfaceFlag;
	// private void inzone;
	private float							jumplastposition;
	// private float jumpvelocity;
	// 0 no jump, 1 doing anticipation anim
	// 2 moving_up 3 moving_down 4 finish_anim
	private long							jumpphase;
	// Jump Sub-data
	private long							jumpstarttime;
	private long							Last_Movement;
	private InteractiveObject				leftIO;
	private short							level;
	private short							levitate;
	private float							life;
	private float							mana;
	private float							maxlife;
	private float							maxmana;
	// Modifier Values (Items, curses, etc...)
	private float							Mod_armor_class;
	private float							Mod_Attribute_Constitution;
	private float							Mod_Attribute_Dexterity;
	private float							Mod_Attribute_Mind;
	private float							Mod_Attribute_Strength;
	private float							Mod_Critical_Hit;
	private float							Mod_damages;
	private float							Mod_life;
	private float							Mod_mana;
	private float							Mod_maxlife;
	private float							Mod_maxmana;
	private float							Mod_resist_magic;
	private float							Mod_resist_poison;
	private float							Mod_Skill_Casting;
	private float							Mod_Skill_Close_Combat;
	private float							Mod_Skill_Defense;
	private float							Mod_Skill_Etheral_Link;
	private float							Mod_Skill_Intuition;
	private float							Mod_Skill_Mecanism;
	private float							Mod_Skill_Object_Knowledge;
	private float							Mod_Skill_Projectile;
	private float							Mod_Skill_Stealth;
	// Player Old Values
	/**
	 * the old value of the Skill Casting, before leveling points are
	 * distributed.
	 */
	private float							oldSkillCasting;
	/**
	 * the old value of the Skill Close Combat, before leveling points are
	 * distributed.
	 */
	private float							oldSkillCloseCombat;
	/**
	 * the old value of the Skill Defense, before leveling points are
	 * distributed.
	 */
	private float							oldSKillDefense;
	/**
	 * the old value of the Skill Ethereal Link, before leveling points are
	 * distributed.
	 */
	private float							oldSkillEtherealLink;
	/**
	 * the old value of the Skill Intuition, before leveling points are
	 * distributed.
	 */
	private float							oldSkillIntuition;
	/**
	 * the old value of the Skill Mechanism, before leveling points are
	 * distributed.
	 */
	private float							oldSkillMechanism;
	/**
	 * the old value of the Skill Object Knowledge, before leveling points are
	 * distributed.
	 */
	private float							oldSkillObjectKnowledge;
	/**
	 * the old value of the Skill Projectile, before leveling points are
	 * distributed.
	 */
	private float							oldSkillProjectile;
	/**
	 * the old value of the Skill Stealth, before leveling points are
	 * distributed.
	 */
	private float							oldSkillStealth;
	private long							onfirmground;
	private char[]							padd	= new char[3];
	// private IO_PHYSICS physics;
	private long							playerflags;
	private float							poison;
	private EERIE_3D						pos;
	private short							resist_magic;
	private short							resist_poison;
	private InteractiveObject				rightIO;
	private long							rune_flags;
	private EERIE_3D						size;
	private float							Skill_Casting;
	private float							Skill_Close_Combat;
	private float							Skill_Defense;
	private float							Skill_Etheral_Link;
	private float							Skill_Intuition;
	private float							Skill_Mecanism;
	// private TextureContainer * heads[5];
	private float							Skill_Object_Knowledge;
	private float							Skill_Projectile;
	private short							Skill_Redistribute;
	private float							Skill_Stealth;
	private short							skin;
	private short							sp_flags;
	private ARX_INTERFACE_MEMORIZE_SPELL	SpellToMemorize;
	private ANIM_USE						useanim;
	private long							xp;
	void adjustAttribute_Constitution(final float val) {
		attributeConstitution += val;
	}
	void adjustAttribute_Dexterity(final float val) {
		attributeDexterity += val;
	}
	void adjustAttribute_Mind(final float val) {
		attributeMind += val;
	}
	void adjustAttribute_Redistribute(final short val) {
		attributeRedistributionPoints += val;
	}
	void adjustAttribute_Strength(final float val) {
		attributeStrength += val;
	}
	void adjustFull_AimTime(final long val) {
		Full_AimTime += val;
	}
	void adjustMod_armor_class(final float val) {
		Mod_armor_class += val;
	}
	void adjustMod_Attribute_Constitution(final float val) {
		Mod_Attribute_Constitution += val;
	}
	void adjustMod_Attribute_Dexterity(final float val) {
		Mod_Attribute_Dexterity += val;
	}
	void adjustMod_Attribute_Mind(final float val) {
		Mod_Attribute_Mind += val;
	}
	void adjustMod_Attribute_Strength(final float val) {
		Mod_Attribute_Strength += val;
	}
	void adjustMod_Critical_Hit(final float val) {
		Mod_Critical_Hit += val;
	}
	void adjustMod_damages(final float val) {
		Mod_damages += val;
	}
	void adjustMod_resist_magic(final float val) {
		Mod_resist_magic += val;
	}
	void adjustMod_resist_poison(final float val) {
		Mod_resist_poison += val;
	}
	void adjustMod_Skill_Casting(final float val) {
		Mod_Skill_Casting += val;
	}
	void adjustMod_Skill_Close_Combat(final float val) {
		Mod_Skill_Close_Combat += val;
	}
	void adjustMod_Skill_Defense(final float val) {
		Mod_Skill_Defense += val;
	}
	void adjustMod_Skill_Etheral_Link(final float val) {
		Mod_Skill_Etheral_Link += val;
	}
	void adjustMod_Skill_Intuition(final float val) {
		Mod_Skill_Intuition += val;
	}
	void adjustMod_Skill_Mecanism(final float val) {
		Mod_Skill_Mecanism += val;
	}
	void adjustMod_Skill_Object_Knowledge(final float val) {
		Mod_Skill_Object_Knowledge += val;
	}
	void adjustMod_Skill_Projectile(final float val) {
		Mod_Skill_Projectile += val;
	}
	void adjustMod_Skill_Stealth(final float val) {
		Mod_Skill_Stealth += val;
	}
	void adjustPoison(final float val) {
		poison += val;
	}
	void adjustSkill_Casting(final float val) {
		Skill_Casting += val;
	}
	void adjustSkill_Close_Combat(final float val) {
		Skill_Close_Combat += val;
	}
	void adjustSkill_Defense(final float val) {
		Skill_Defense += val;
	}
	void adjustSkill_Etheral_Link(final float val) {
		Skill_Etheral_Link += val;
	}
	void adjustSkill_Intuition(final float val) {
		Skill_Intuition += val;
	}
	void adjustSkill_Mecanism(final float val) {
		Skill_Mecanism += val;
	}
	void adjustSkill_Object_Knowledge(final float val) {
		Skill_Object_Knowledge += val;
	}
	void adjustSkill_Projectile(final float val) {
		Skill_Projectile += val;
	}
	void adjustSkill_Redistribute(final short val) {
		Skill_Redistribute += val;
	}
	void adjustSkill_Stealth(final float val) {
		Skill_Stealth += val;
	}
	void adjustXp(final long val) {
		xp += val;
	}
	public long getAimTime() {
		return AimTime;
	}
	public short getArmor_class() {
		return armor_class;
	}
	public float getAttribute_Constitution() {
		return attributeConstitution;
	}
	public float getAttribute_Dexterity() {
		return attributeDexterity;
	}
	public float getAttribute_Mind() {
		return attributeMind;
	}
	public short getAttribute_Redistribute() {
		return attributeRedistributionPoints;
	}
	public float getAttribute_Strength() {
		return attributeStrength;
	}
	public short getBag() {
		return bag;
	}
	public float getCritical_Hit() {
		return Critical_Hit;
	}
	public float getDamages() {
		return damages;
	}
	public short getEquipped(final int index) {
		short val = 0;
		if (index >= 0 && index < equiped.length) {
			val = equiped[index];
		}
		return val;
	}
	public long getFull_AimTime() {
		return Full_AimTime;
	}
	/**
	 * Gets the full_armor_class
	 * @return {@link float}
	 */
	public float getFull_armor_class() {
		return Full_armor_class;
	}
	public float getFull_Attribute_Constitution() {
		return Full_Attribute_Constitution;
	}
	public float getFull_Attribute_Dexterity() {
		return Full_Attribute_Dexterity;
	}
	public float getFull_Attribute_Mind() {
		return Full_Attribute_Mind;
	}
	public float getFull_Attribute_Strength() {
		return Full_Attribute_Strength;
	}
	/**
	 * Gets the full_Critical_Hit
	 * @return {@link float}
	 */
	public float getFull_Critical_Hit() {
		return Full_Critical_Hit;
	}
	/**
	 * Gets the full_damages
	 * @return {@link float}
	 */
	public float getFull_damages() {
		return Full_damages;
	}
	/**
	 * Gets the full_life
	 * @return {@link float}
	 */
	public float getFull_life() {
		return Full_life;
	}
	/**
	 * Gets the full_mana
	 * @return {@link float}
	 */
	public float getFull_mana() {
		return Full_mana;
	}
	/**
	 * Gets the full_maxlife
	 * @return {@link float}
	 */
	public float getFull_maxlife() {
		return Full_maxlife;
	}
	/**
	 * Gets the full_maxmana
	 * @return {@link float}
	 */
	public float getFull_maxmana() {
		return Full_maxmana;
	}
	/**
	 * Gets the full_resist_magic
	 * @return {@link float}
	 */
	public float getFull_resist_magic() {
		return Full_resist_magic;
	}
	/**
	 * Gets the full_resist_poison
	 * @return {@link float}
	 */
	public float getFull_resist_poison() {
		return Full_resist_poison;
	}
	public float getFull_Skill_Casting() {
		return Full_Skill_Casting;
	}
	public float getFull_Skill_Close_Combat() {
		return Full_Skill_Close_Combat;
	}
	public float getFull_Skill_Defense() {
		return Full_Skill_Defense;
	}
	public float getFull_Skill_Etheral_Link() {
		return Full_Skill_Etheral_Link;
	}
	public float getFull_Skill_Intuition() {
		return Full_Skill_Intuition;
	}
	public float getFull_Skill_Mecanism() {
		return Full_Skill_Mecanism;
	}
	public float getFull_Skill_Object_Knowledge() {
		return Full_Skill_Object_Knowledge;
	}
	public float getFull_Skill_Projectile() {
		return Full_Skill_Projectile;
	}
	public float getFull_Skill_Stealth() {
		return Full_Skill_Stealth;
	}
	public long getFull_Weapon_Type() {
		return Full_Weapon_Type;
	}
	public long getGold() {
		return gold;
	}
	public float getHunger() {
		return hunger;
	}
	public short getLevel() {
		return level;
	}
	/**
	 * Gets the life
	 * @return {@link float}
	 */
	public float getLife() {
		return life;
	}
	/**
	 * Gets the mana
	 * @return {@link float}
	 */
	public float getMana() {
		return mana;
	}
	public float getMaxlife() {
		return maxlife;
	}
	public float getMaxmana() {
		return maxmana;
	}
	float getMod_armor_class() {
		return Mod_armor_class;
	}
	float getMod_Attribute_Constitution() {
		return Mod_Attribute_Constitution;
	}
	float getMod_Attribute_Dexterity() {
		return Mod_Attribute_Dexterity;
	}
	float getMod_Attribute_Mind() {
		return Mod_Attribute_Mind;
	}
	float getMod_Attribute_Strength() {
		return Mod_Attribute_Strength;
	}
	float getMod_Critical_Hit() {
		return Mod_Critical_Hit;
	}
	float getMod_damages() {
		return Mod_damages;
	}
	float getMod_life() {
		return Mod_life;
	}
	float getMod_mana() {
		return Mod_mana;
	}
	float getMod_maxlife() {
		return Mod_maxlife;
	}
	float getMod_maxmana() {
		return Mod_maxmana;
	}
	float getMod_resist_magic() {
		return Mod_resist_magic;
	}
	float getMod_resist_poison() {
		return Mod_resist_poison;
	}
	float getMod_Skill_Casting() {
		return Mod_Skill_Casting;
	}
	float getMod_Skill_Close_Combat() {
		return Mod_Skill_Close_Combat;
	}
	float getMod_Skill_Defense() {
		return Mod_Skill_Defense;
	}
	float getMod_Skill_Etheral_Link() {
		return Mod_Skill_Etheral_Link;
	}
	float getMod_Skill_Intuition() {
		return Mod_Skill_Intuition;
	}
	float getMod_Skill_Mecanism() {
		return Mod_Skill_Mecanism;
	}
	float getMod_Skill_Object_Knowledge() {
		return Mod_Skill_Object_Knowledge;
	}
	float getMod_Skill_Projectile() {
		return Mod_Skill_Projectile;
	}
	float getMod_Skill_Stealth() {
		return Mod_Skill_Stealth;
	}
	float getOld_Skill_Casting() {
		return oldSkillCasting;
	}
	float getOld_Skill_Close_Combat() {
		return oldSkillCloseCombat;
	}
	float getOld_Skill_Defense() {
		return oldSKillDefense;
	}
	float getOld_Skill_Etheral_Link() {
		return oldSkillEtherealLink;
	}
	float getOld_Skill_Intuition() {
		return oldSkillIntuition;
	}
	float getOld_Skill_Mecanism() {
		return oldSkillMechanism;
	}
	float getOld_Skill_Object_Knowledge() {
		return oldSkillObjectKnowledge;
	}
	float getOld_Skill_Projectile() {
		return oldSkillProjectile;
	}
	float getOld_Skill_Stealth() {
		return oldSkillStealth;
	}
	public float getPoison() {
		return poison;
	}
	public short getResist_magic() {
		return resist_magic;
	}
	public short getResist_poison() {
		return resist_poison;
	}
	float getSkill_Casting() {
		return Skill_Casting;
	}
	float getSkill_Close_Combat() {
		return Skill_Close_Combat;
	}
	float getSkill_Defense() {
		return Skill_Defense;
	}
	float getSkill_Etheral_Link() {
		return Skill_Etheral_Link;
	}
	float getSkill_Intuition() {
		return Skill_Intuition;
	}
	float getSkill_Mecanism() {
		return Skill_Mecanism;
	}
	float getSkill_Object_Knowledge() {
		return Skill_Object_Knowledge;
	}
	float getSkill_Projectile() {
		return Skill_Projectile;
	}
	short getSkill_Redistribute() {
		return Skill_Redistribute;
	}
	float getSkill_Stealth() {
		return Skill_Stealth;
	}
	short getSkin() {
		return skin;
	}
	ARX_INTERFACE_MEMORIZE_SPELL getSpellToMemorize() {
		return SpellToMemorize;
	}
	long getXp() {
		return xp;
	}
	/**
	 * Determines if the {@link Player} has a specific interface flag set.
	 * @param flag the flag
	 * @return true if the object has the flag set; false otherwise
	 */
	public boolean hasInterfaceFlag(final int flag) {
		return (interfaceFlag & flag) == flag;
	}
	/**
	 * Determines if the {@link ARXCharacter} has a specific flag set.
	 * @param flag the flag
	 * @return true if the object has the flag set; false otherwise
	 */
	public boolean hasPlayerFlag(final int flag) {
		return (playerflags & flag) == flag;
	}
	/**
	 * Determines if the {@link ARXCharacter} has a specific rune flag set.
	 * @param flag the rune flag
	 * @return true if the object has the rune flag set; false otherwise
	 */
	public boolean hasRuneFlag(final int flag) {
		return (rune_flags & flag) == flag;
	}
	void incrementLevel() {
		level++;
	}
	void setAimTime(final long val) {
		AimTime = val;
	}
	void setArmor_class(final short val) {
		armor_class = val;
	}
	void setAttribute_Constitution(final float attribute_Constitution) {
		attributeConstitution = attribute_Constitution;
	}
	void setAttribute_Dexterity(final float val) {
		attributeDexterity = val;
	}
	void setAttribute_Mind(final float val) {
		attributeMind = val;
	}
	void setAttribute_Redistribute(final short val) {
		attributeRedistributionPoints = val;
	}
	void setAttribute_Strength(final float attribute_Strength) {
		attributeStrength = attribute_Strength;
	}
	public void setBag(final short val) {
		bag = val;
	}
	void setCritical_Hit(final float val) {
		Critical_Hit = val;
	}
	void setDamages(final float val) {
		damages = val;
	}
	void setFull_AimTime(final long val) {
		Full_AimTime = val;
	}
	/**
	 * Sets the full_armor_class
	 * @param full_armor_class the full_armor_class to set
	 */
	public void setFull_armor_class(float full_armor_class) {
		Full_armor_class = full_armor_class;
	}
	void setFull_Attribute_Constitution(final float full_Attribute_Constitution) {
		Full_Attribute_Constitution = full_Attribute_Constitution;
	}
	void setFull_Attribute_Dexterity(final float val) {
		Full_Attribute_Dexterity = val;
	}
	void setFull_Attribute_Mind(final float val) {
		Full_Attribute_Mind = val;
	}
	void setFull_Attribute_Strength(final float full_Attribute_Strength) {
		Full_Attribute_Strength = full_Attribute_Strength;
	}
	/**
	 * Sets the full_Critical_Hit
	 * @param full_Critical_Hit the full_Critical_Hit to set
	 */
	public void setFull_Critical_Hit(float full_Critical_Hit) {
		Full_Critical_Hit = full_Critical_Hit;
	}
	/**
	 * Sets the full_damages
	 * @param full_damages the full_damages to set
	 */
	public void setFull_damages(float full_damages) {
		Full_damages = full_damages;
	}
	/**
	 * Sets the full_life
	 * @param full_life the full_life to set
	 */
	void setFull_life(float full_life) {
		Full_life = full_life;
	}
	/**
	 * Sets the full_mana
	 * @param full_mana the full_mana to set
	 */
	void setFull_mana(float full_mana) {
		Full_mana = full_mana;
	}
	/**
	 * Sets the full_maxlife
	 * @param full_maxlife the full_maxlife to set
	 */
	void setFull_maxlife(float full_maxlife) {
		Full_maxlife = full_maxlife;
	}
	/**
	 * Sets the full_maxmana
	 * @param full_maxmana the full_maxmana to set
	 */
	void setFull_maxmana(float full_maxmana) {
		Full_maxmana = full_maxmana;
	}
	/**
	 * Sets the full_resist_magic
	 * @param full_resist_magic the full_resist_magic to set
	 */
	public void setFull_resist_magic(float full_resist_magic) {
		Full_resist_magic = full_resist_magic;
	}
	/**
	 * Sets the full_resist_poison
	 * @param full_resist_poison the full_resist_poison to set
	 */
	public void setFull_resist_poison(float full_resist_poison) {
		Full_resist_poison = full_resist_poison;
	}
	void setFull_Skill_Casting(float val) {
		Full_Skill_Casting = val;
	}
	void setFull_Skill_Close_Combat(float val) {
		Full_Skill_Close_Combat = val;
	}
	void setFull_Skill_Defense(float val) {
		Full_Skill_Defense = val;
	}
	void setFull_Skill_Etheral_Link(float val) {
		Full_Skill_Etheral_Link = val;
	}
	void setFull_Skill_Intuition(float val) {
		Full_Skill_Intuition = val;
	}
	void setFull_Skill_Mecanism(float val) {
		Full_Skill_Mecanism = val;
	}
	void setFull_Skill_Object_Knowledge(float val) {
		Full_Skill_Object_Knowledge = val;
	}
	void setFull_Skill_Projectile(float val) {
		Full_Skill_Projectile = val;
	}
	void setFull_Skill_Stealth(float val) {
		Full_Skill_Stealth = val;
	}
	void setFull_Weapon_Type(final long val) {
		Full_Weapon_Type = val;
	}
	public void setGold(long gold) {
		this.gold = gold;
	}
	void setHunger(final float val) {
		hunger = val;
	}
	void setLevel(final short val) {
		level = val;
	}
	/**
	 * Sets the life
	 * @param val the life to set
	 */
	public void setLife(float val) {
		life = val;
	}
	/**
	 * Sets the mana
	 * @param mana the mana to set
	 */
	public void setMana(float mana) {
		this.mana = mana;
	}
	void setMaxlife(final float val) {
		maxlife = val;
	}
	void setMaxmana(final float val) {
		maxmana = val;
	}
	void setMod_armor_class(final float val) {
		Mod_armor_class = val;
	}
	void setMod_Attribute_Constitution(final float val) {
		Mod_Attribute_Constitution = val;
	}
	void setMod_Attribute_Dexterity(final float val) {
		Mod_Attribute_Dexterity = val;
	}
	void setMod_Attribute_Mind(final float val) {
		Mod_Attribute_Mind = val;
	}
	void setMod_Attribute_Strength(final float val) {
		Mod_Attribute_Strength = val;
	}
	void setMod_Critical_Hit(final float val) {
		Mod_Critical_Hit = val;
	}
	void setMod_damages(final float val) {
		Mod_damages = val;
	}
	void setMod_life(final float val) {
		Mod_life = val;
	}
	void setMod_mana(final float val) {
		Mod_mana = val;
	}
	void setMod_maxlife(final float val) {
		Mod_maxlife = val;
	}
	void setMod_maxmana(final float val) {
		Mod_maxmana = val;
	}
	void setMod_resist_magic(final float val) {
		Mod_resist_magic = val;
	}
	void setMod_resist_poison(final float val) {
		Mod_resist_poison = val;
	}
	void setMod_Skill_Casting(final float val) {
		Mod_Skill_Casting = val;
	}
	void setMod_Skill_Close_Combat(final float val) {
		Mod_Skill_Close_Combat = val;
	}
	void setMod_Skill_Defense(final float val) {
		Mod_Skill_Defense = val;
	}
	void setMod_Skill_Etheral_Link(final float val) {
		Mod_Skill_Etheral_Link = val;
	}
	void setMod_Skill_Intuition(final float val) {
		Mod_Skill_Intuition = val;
	}
	void setMod_Skill_Mecanism(final float val) {
		Mod_Skill_Mecanism = val;
	}
	void setMod_Skill_Object_Knowledge(final float val) {
		Mod_Skill_Object_Knowledge = val;
	}
	void setMod_Skill_Projectile(final float val) {
		Mod_Skill_Projectile = val;
	}
	void setMod_Skill_Stealth(final float val) {
		Mod_Skill_Stealth = val;
	}
	void setOld_Skill_Casting(final float val) {
		oldSkillCasting = val;
	}
	void setOld_Skill_Close_Combat(final float val) {
		oldSkillCloseCombat = val;
	}
	void setOld_Skill_Defense(final float val) {
		oldSKillDefense = val;
	}
	void setOld_Skill_Etheral_Link(final float val) {
		oldSkillEtherealLink = val;
	}
	void setOld_Skill_Intuition(final float val) {
		oldSkillIntuition = val;
	}
	void setOld_Skill_Mecanism(final float val) {
		oldSkillMechanism = val;
	}
	void setOld_Skill_Object_Knowledge(final float val) {
		oldSkillObjectKnowledge = val;
	}
	void setOld_Skill_Projectile(final float val) {
		oldSkillProjectile = val;
	}
	void setOld_Skill_Stealth(final float val) {
		oldSkillStealth = val;
	}
	public void setPoison(final float val) {
		poison = val;
	}
	void setResist_magic(final short val) {
		resist_magic = val;
	}
	void setResist_poison(final short val) {
		resist_poison = val;
	}
	void setRune_flags(final long val) {
		rune_flags = val;
	}
	void setSkill_Casting(final float val) {
		Skill_Casting = val;
	}
	void setSkill_Close_Combat(final float val) {
		Skill_Close_Combat = val;
	}
	void setSkill_Defense(final float val) {
		Skill_Defense = val;
	}
	void setSkill_Etheral_Link(final float val) {
		Skill_Etheral_Link = val;
	}
	void setSkill_Intuition(final float val) {
		Skill_Intuition = val;
	}
	void setSkill_Mecanism(final float val) {
		Skill_Mecanism = val;
	}
	void setSkill_Object_Knowledge(final float val) {
		Skill_Object_Knowledge = val;
	}
	void setSkill_Projectile(final float val) {
		Skill_Projectile = val;
	}
	void setSkill_Redistribute(final short val) {
		Skill_Redistribute = val;
	}
	void setSkill_Stealth(final float val) {
		Skill_Stealth = val;
	}
	void setSkin(final short val) {
		skin = val;
	}
	void setSpellToMemorize(final ARX_INTERFACE_MEMORIZE_SPELL spellToMemorize) {
		SpellToMemorize = spellToMemorize;
	}
	void setXp(final long val) {
		xp = val;
	}
}
